[July] So what are you playing?

Just today we started off on the Shackled City adventure path from Dungeon with two characters (should be interesting). It's being run online through MSN messenger. Things are going great thus far, which is good as I was starting to feel a bit discouraged with a touch of burnout, but this has rekindled my spirit.

I'm also mulling over running either a straight up d20 Modern game where the characters are all crooks who made some kind of collective mistake and are now taking on the mob they once worked for. Or an Urban Arcana game set in the 1920s.
 

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Playing a cleric 11 / pious templar 3 in a friend's homebrew 3.5 adventure; prepping to play some sort of 18th level bard or rogue gnome AND an 18th level illusionist/cleric gnome in a second adventure; discussing a Mutants & Masterminds adventure; and prepping to run my own (Dawnforge-inspired, but much adapted) homebrew campaign, Winterfall.

Cheers
Nell.
 

Playing in a D&D game on tuesdays where my half-elf/half green dragon monk 2/fighter 1/rogue 1 is kicking some good butt lately (but the vampire got away again after I knocked it down to almost negatives for the second time....)

Also going to start up a HERO game I'm calling the saga of the stars, which will be a space fantasy combining the best elements of space opera and good ole fashioned high fantasy, so it should be pretty exciting. Some of the races are typical for space opera, some not so typical, but there are no elves, dwarves, or orcs (my wife said that if I put those three races in the game, she wouldn't play....in this case I didn't want to pursue an argument with her so those staples of fantasy are not in the game).
 

Homebrew settings, always homebrew settings.
The last I ran was an utterly archetypal Tolkienesque / Underdark crawl D&D game. The next I run will be an Elric / Conan game with Grim Tales. Then later, when d20 Future is out, and if I am pleased with the rules, I may run not a homebrew but a Transhuman Space campaign. I have got some ideas, but not sure players would be interested in a no-magic / no-psionics setting.
 

I am running D&D using Secret of Bone hill and Assassins Knot.

I use the Action Points and Recharge Magic rules from Unearthed Arcana
as well as a heavily modified version of the injury system.

I allowed my players to use the psionics classes, and to use the rules from
the 'Complete' books, but they didn't take full advantage of this, and we
ended up with a fairly traditional adventuring party, which fits well with
using the 1.ed. adventures.
 

Playing in Morrus's game - 3.5 DnD homebrew - hero's fighting the might of orcish hordes - coming to the end of a campaign arc, it's going to be a big one!

Also playing a ressurected Ars Magica campaign with another group. 1225 AD. Settled near Constantinople and getting first sightings of some strange little horsemen from the east.
 

Still running my PBEM (Almost 2 years! Yey!) based on my homebrew. I love the Character development and allowance to attention to detail, as well as the impact their actions have on the setting. Kinda odd, actually, given that I'm used to throwing a bunch of deadly battles to my players on table-top, instead of focusing on the little people (minor NPCs)

Currently running or playing no table-top game, though I'm in the planning stages of one for my sister and two brothers.
 


Still DMing my Wilderlands campaign. Got in a session last week, but won't be able to run another for a couple of weeks due to other commitments.
 

Gestalt Rules Rule

After wrapping up our two-year FR campaign that spanned City of the Spider Queen on up into Epic Levels, my players and I started a new campaign last month.

Seven players, level 7 starting out.

We are using gestalt rules (from Unearthed Arcana) in Forgotten Realms using just about any and all additional WotC books you can name and tons of 3rd party stuff as well. Options was the name of the game from its first concept, so I've got PCs of almost every alignment (Neutral and Chaotic Evil missing) playing hexblades, crusaders, arcane disciples, yin monks, bear clan barbarians, and oh, every single PC has some levels of cleric and/or druid. Races vary wildly as well, with dark alicorn, half-celestial human, human with major vampire bloodline, and ursine (my own custom bear-man race) being the most exotic.

Storyline is a heavily modified version of the Bhaalspawn concept, with all the deities of the Realms sending champions (the PCs) to prevent Bhaal from resurrecting himself like Bane. Thus, it is a pronlonged hunter/killer plot where they find Bhaalspawn and eliminate them. In doing, they are having to travel the length and width of the Realms plus several other planes and worlds as well (to include Dragonlance, Warcraft, and Eberron).

In addition to the new campaign, we've gone digital. Every player brings a laptop to the game. We use Yahoo IM to send messages discreetly (individual Spot and Listen checks, saving throws, etc.). I've spent months typing, scanning, and OCRing source material so we have every single game rule we are using (classes, races, spells, feats, etc.) in one document on hand at every moment. I'm way behind in what all I want to add (I buy a new book at least once a week!), but it has been awesome to be able to look up any spell a player has in a moment. Digital gaming has completely re-vamped the way we play and has made integrating dozens and dozens of sources a cinch. Sorry folks, before you ask, I can't distribute the rules document!

My last goal is move beyond the standard battle mat. Although it has served us well for many a year, I'm planning to move to Tact-Tiles soon.

Anyway, that's how gaming is going in this neck of the woods.
 

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